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How to Make Your Own Random Events - Documentation Page

[p]As a final post this year, here is the documentation page on how to use the Events system to create your own Events (User Generated Content). [/p][p]https://www.archmagerises.com/news/2025/12/29/how-to-write-random-events-ugc[/p][p][/p][p]Thank you for your interesting in the game this year, looking forward to a very bright and exciting 2026![/p][p][/p][p]Before you ask: I don't know how to get it to work with SteamWorkshop if you want to share events. It took me a long while to write all that documentation. It's accurate as of today![/p]

Dev Update Dec 15: Back in Shape

[p]This is my second last post of 2025. As the year winds down, I’ve been reflecting on 2025 and making some plans for 2026 which may be of interest to players.[/p][p]I’ll cut to the most exciting news: I’ll be working on Archmage Rises full time January and February. I had a small bit of good fortune wrapping up a client project end of the year and it should see me through the next two months.[/p]
Unity From the Start
[p]When I first started the project I came from building my own game engine in C++ and releasing two titles to the app store. I needed to decide to continue building out my game engine or switch to one of the popular ones. While I could keep building my engine, I could never keep up with dozens of dedicated engine developers in Denmark or North Carolina. In the end I decided to go with Unity because of the vast asset store, community, and C# - my preferred programming language.[/p][p]But I needed a lot of help learning this new engine, especially the new UI system they introduced, and so I got a lot of help from an experienced unity dev, Nic. Nic was so helpful that eventually we formalized his help by hiring him fulltime. He would focus on the Unity aspects of the game (scenes, game objects, UI) and I would focus on the simulation and data side.[/p][p]That division of labor worked well, but it hid a problem: I didn’t have to learn many of Unity’s deeper mechanics because someone else always handled them.[/p][p]When Nic left to pursue other projects, and I started building out the team to handle increasing client work, the team handled all the details like making an automated build and signing system, UI systems integration, combat system, and map generation.[/p][p]Kind of like the cruising passengers on the Axiom at the end of WALL-E, in a programming sense, I got flabby because whenever something needed to be done, there was someone to do it.[/p][p][/p]
Solo Dev
[p]When our funding didn’t come through last year, the team couldn’t continue, and the project reverted back to just me. It’s pretty daunting to pick up where four other programmers left off, in an engine I hadn’t touched in a while. Up till that moment I had been working in pure C# building, a research prototype for what will become the dynamic quest system.[/p][p]Fortunately, starting in late 2024, I picked up some excellent client work. I had to dive head first in and get my hands dirty with things like Right to Left language localization, tricks of the unity UI layout system and prefab variants, rock solid state serialization, parallelization coroutines and tweens, particles, queued server API integration, asset bundles, and mobile shop integration.[/p][p]In short: It feels like the last year has been a non-stop high-intensity programming workout regiment forcing me to touch practically every major part of Unity.[/p][p]But there is something else that came from this client work besides just getting into shape.[/p][p][/p]
A Confession
[p]I have been making Archmage Rises for a while now, and it’s just really hard to make: the procedural systems are difficult to work with. I hope it is because there is nothing else like it and we’re forging a new path.[/p][p]My secret fear is I’m just stupid and suck at game dev. Maybe it is some of both.[/p][p]It’s hard to describe if you’ve never been through the creative project journey, but there is a dark point of the soul (chart) where, if one is honest, you wonder “Can I really do this?”[/p][p]The client work has answered this decisively: Yes. Yes I can.[/p][p]I took the experience and confidence gained from the client work and brought it to the latest update of Hex Events & Resources. I managed to learn and rewrite the resources system in two weeks. It would have taken double or triple that time before.[/p]
Looking Forward
[p]I am really excited to work on Archmage for the next 2 months. I still have to learn the combat system, but other than that, I think I’ve touched all the rest of the major systems and can now make significant changes to them.[/p][p]I hoped the recent changes would be well received – it is hard to tell until release. While writing this update, I was thrilled and really encouraged to see Splattercat felt the game was worth another video. I’m so grateful![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Thank you all for your interest in this project. I’m working hard to bring you something unique in the RPG space. With your help, we’ll get there![/p]

Major Update: Map Events and Resources Are Live

[p]I'm happy to release a significant new feature update to Archmage Rises.[/p][p]This Build IS NOT BACKWARDS COMPATIBLE - Saves and Worlds have to be created again.[/p][p]For many of us, it's been a while since the last update. If you just started playing, I'm sorry to wreck your game, but it was necessary.[/p][p][/p][p]This Update contains two significant new Feature updates: Hex Events and Resources[/p]
Map Event Features
[p][/p][p]While traveling the world, you’ll now encounter dynamic narrative Events. These are unexpected situations that offer choices, skill tests, opportunities to roleplay, rewards, and consequences.[/p]
  • [p]You’ll see events appear directly on the world map as you explore[/p]
  • [p]We’re starting with 30 events, more will be added as we develop other features[/p]
  • [p]Replaces the old Tracks system - you now spot tracks from afar and choose to engage with them or not[/p]
  • [p]Added a new Item type - a “giftable” which you can get out of certain events. These can be sold, but they are special unique items that can be gifted to NPCs to provide big relationship bonuses.[/p]
  • [p]Some events are repeatable, some are once per lifetime. Some of the rewards can be quite significant.[/p]
  • [p]For the first time, it's now possible for you to mod and create custom content in Archmage. More about this below.[/p]
[p]The events system is a critical component of the game design and very robust and dynamic. It will be used by future features like Regions and Dynamic Quests.[/p][p][/p]
Resources
[p][/p][p]In adding random Events I changed how you interact with a map hex - specifically how resources are found and collected. In Beta people didn't like the changes. So we collectively redesigned to something much better.[/p][p][/p][p]What it includes:[/p]
  • [p]Resources are now available from Sources on the map. They are either Organic or Mineral.[/p]
  • [p]Sources have a level, starting at the wild untamed version at level 0. [/p]
    • [p]Levelling up will come when I have more time to build it out. All the structure is in place.[/p]
  • [p]Mineral sources have a surface deposit at level 0 which you can mine with the right tool. Once they are empty, that’s it. Levelling up is what allows larger harvesting operations that allow you to access more of the deposit.[/p]
  • [p]Organic sources are like a mini-farm sim. They grow on a set calendar, example a Rose Bush blooms in Spring. Organic resources die at a certain season, like Roses die off in winter. Each source has its own cycle.[/p]
  • [p]Spells (for now, just Haste) can be cast to enchant an organic resource and speed its growth. Example: a rose bush takes 1 year to grow (spring to spring), but with haste it will bloom in only 6 months – Fall. You can use your magic to double yields. The spell lasts until the next growth. There is a calendar system under the hood, but it gets weird: when a haste spell is cast for 9 months, but the plant yields in 3 months, and you don’t come back for 12 months – how many should be there? It’s complicated![/p]
  • [p]Spells can also be cast to enhance harvesting. Sure, you can swing a pickaxe and get some silver, but it’s more productive to cast Mage Hand and get 50% more! No, you don’t need a second pick axe for the mage hand, but thanks for asking. :-)[/p]
  • [p]There are specialist harvesting spells that allow you to just extract the resource magically – without a tool. These will always be the most productive and take the least effort (beyond casting).[/p]
  • [p]How to find resources? There are four new spells to search for them. Each detects different kinds of resources. They are: Earth Sense, Harmonic Burst, Bloom Sense, Deep Root Sense. Cast them and they cover a 3 hex radius. If they find something, great! If not, that area is used up, you’ll need to move elsewhere. The game will tell you if you aren’t in a new search area.[/p]
  • [p]How do you get these new spells? For now, go to the Chapter House and the master there will teach you one of them, for a fee. Travel around to get them all.[/p]
  • [p]In summary, there are 7 new world spells: Earth Sense, Harmonic Burst, Bloom Sense, Deep Root Sense, Haste, Mage Hand, and Earth Rip[/p]
  • [p]There are 2 new items at the outfitter: Knife (harvest fruit, flowers) and Hammer (harvest stone)[/p]
  • [p]This build marks the beginning of casting spells in the world, something long needed![/p]
[p]Resources uses a new Location Interaction system, a critical new system for future features of things you can do in a map spot. For example, I've always wanted to have buildings out in the world but it wasn't possible to interact with them in complex ways, until now![/p][p][/p][p]Here is a playtest video focused on the new functionality by starting a new game:[/p][previewyoutube][/previewyoutube][p][/p][p]I want to thank everyone on Steam forums and the Discord for helping with responses, advice, and general encouragement as I built the feature out.[/p][h3]Real Time Dev Blogging on Discord Channel[/h3][p]I like writing updates, but when I'm actively working on a feature and have a question "Should it be more like A or B?" steam forum posting is just too slow of a turn around. The inability to post a pic is a big limitation.[/p][p]So I tried a new idea: A real-time dev blog. It gives me an outlet while I work on the game, and a chance to chime in on design decisions in real-time. You can check it out here: "real time dev blog".[/p][p]I’ll continue posting full dev blogs every week or so. The real-time channel is just another form of interaction.[/p][p][/p][h2]What about Mods and User Content?[/h2][p]For the first time, you can add custom content to the game. The Events system was designed to allow anyone to write events. You write them in JSON text files and the game will use them. [/p][p]I will post full instructions on how to do it in the Wiki before year end. [/p][p]For the adventurous who just want to try it out now, here is a demo video showing how it works and you you can probably figure it out from that.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]As always, thanks for your interest in Archmage Rises! I really enjoy making it![/p]

New Beta Build

[p]I’m happy to report I really focused the last 10 days and built the new Resources feature. Hopefully this will fix the experience people had with the Hex Events feature.[/p][p]I want to thank everyone on the "real time dev blog" Discord channel who helped with responses, advice, and general encouragement as I built the feature.[/p][p]The build is available for play on the BETA steam branch.[/p][p]This Build IS NOT BACKWARDS COMPATIBLE - Saves and Worlds have to be created again.[/p][p]What it includes:[/p]
  • [p]Resources are now available from Sources on the map. They are either Organic or Mineral.[/p]
  • [p]Sources have a level, starting at the wild untamed version at level 0. Levelling up will come when I have time to build it out. All the structure is in place.[/p]
  • [p]Mineral sources have a surface deposit at level 0 which you can mine with the right tool. Once they are empty, that’s it. Levelling up is what allows larger harvesting operations that allow you to access more of the deposit.[/p]
  • [p]Organic sources are like a mini-farm sim. They grow on a set calendar, example a Rose Bush blooms in Spring. Organic resources die at a certain season, like Roses die off in winter. Each source has its own cycle.[/p]
  • [p]Spells (for now, just Haste) can be cast to enchant an organic resource and speed its growth. Example: a rose bush takes 1 year to grow (spring to spring), but with haste it will bloom in only 6 months – Fall. You can use your magic to double yields. The spell lasts until the next growth. There is a calendar system under the hood, but it gets weird: when a haste spell is cast for 9 months, but the plant yields in 3 months, and you don’t come back for 12 months – how many should be there? It’s complicated![/p]
  • [p]Spells can also be cast to enhance harvesting. Sure, you can swing a pickaxe and get some silver, but it’s more productive to cast Mage Hand and get 50% more! No, you don’t need a second pick axe for the mage hand, but thanks for asking. :-)[/p]
  • [p]There are specialist harvesting spells that allow you to just extract the resource magically – without a tool. These will always be the most productive and take the least effort (beyond casting).[/p]
  • [p]How to find resources? There are four new spells to search for them. Each detects different kinds of resources. They are: Earth Sense, Harmonic Burst, Bloom Sense, Deep Root Sense. Cast them and they cover a 3 hex radius. If they find something, great! If not, that area is used up, you’ll need to move elsewhere. The game will tell you if you aren’t in a new search area.[/p]
  • [p]How do you get these new spells? For now, go to the Chapter House and the master there will teach you one of them, for a fee. Travel around to get them all.[/p]
  • [p]In summary, there are 7 new world spells: Earth Sense, Harmonic Burst, Bloom Sense, Deep Root Sense, Haste, Mage Hand, and Earth Rip[/p]
  • [p]There are 2 new items at the outfitter: Knife (harvest fruit, flowers) and Hammer (harvest stone)[/p]
  • [p]This build marks the beginning of casting spells in the world, something long needed![/p]
[p]Here is a playtest video focused on the new functionality by starting a new game:[/p][previewyoutube][/previewyoutube][p]I'd love to get your feedback on this build and see if it is ready to release to all!

As always, thanks for your interest in Archmage Rises![/p][p] [/p]

Dev Update Nov 15: Resources Interaction

[p]I’m working on the new resource interaction, so I can fix it, so the quests will be completable again, so I can get the Events update out. I took out the “Hex view” in doing the Events update but that kinda broke the game, and now I need to put in the replacement sooner than i expected.[/p][p]The solution is to create interaction ‘tiles’ for stuff you can do in a map location.[/p][p]I’m not trying to solve it for everything, but I do need a solution that scales for all the game interactions, not just resources.[/p][p]Trouble is, I don’t have a team anymore, so I don’t have anyone to talk to in the middle of the day with questions like “A or B?” Posting to Steam once a week and waiting several days for responses is too slow for the kind of micro-design decisions I’m speaking of.[/p][p]I decided to do an experiment: I created a new channel on the Archmage Rises Discord server called real-time-dev-blog where I just started posting my questions, conundrums, and challenges as I work on the feature. I didn’t know if anyone would read it or respond.[/p][p]But respond they did! I was able to dialogue in real time with fans just like you and collectively we got somewhere pretty good with how the resources will work.[/p][p]I’m going to continue using the channel as I work each day on the feature.[/p][p]Normally I do a lot of writing, but today I’ll just let the screenshots of the feature evolution do the talking:[/p][p]This is where I started from before engaging the channel[/p][p][/p][p][/p][p][/p][p][/p][p]Other possible interactions[/p][p][/p][p]Used this as a thought template for the design[/p][p][/p][p][/p][p]Experiment with “simple” and “complex more data” types[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]I was just about done, but decided to take another stab at the global layout. [/p][p]The channel liked this better so I continued with it.[/p][p][/p][p][/p][p][/p][p]I’m happy with where we landed for the “Resource Tile” so i started figuring out how interacting with it might look.[/p][p][/p][p][/p][p]Tooltip vs embedding the info[/p][p][/p][p][/p][p][/p][p]A simpler organic version[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]I’m satisfied I’ve explored this enough, it works.[/p][p][/p][p][/p][p]I had to figure out the kind of data that will populate these resource producers[/p][p][/p][p][/p][p]This is as far as I got it this week. It’s in unity now in the various prefab pieces, hooked up, now I just have to get the game data displaying.[/p][p][/p][p]Game Design seems like the fun part of Game Development. And it is, but it is also a lot of groping in the dark looking for solutions. I’ve worked with experienced full time designers and a common trait to all of them is feeling like their ‘work product’ is low compared to all the time and sweat they poured into it. Designers generally make documents with pictures, but are afraid everyone looking at it is secretly wondering “really, it took you 3 days to come up with this?”[/p][p]Real solutions look ‘obvious’ after the fact, its an iterative work process to build up to a conclusion.[/p][p]Special thanks to Dagy, Odynn, KafkaExMachina, CrisisSDK, Monster Tamer Bloba for dialoguing in the channel with me![/p]